An Economist Plays Victoria 3: Three Grand Strategies
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- čas přidán 29. 05. 2024
- Three parts to this video:
1. How to assess your economic victory in Victoria 3 - the 12345 method.
2. How instability in your neighbors requires extension of hegemony.
3. Planning and executing a break from a customs union.
While I play these as Mexico, they apply towards any nation, especially those that start off behind the Great Powers in terms of overall industrialization, population, and technology.
I keep my mod list in the #victoria3 channel on my Discord, I'll be updating it soon to include this one. - Hry
These southern republics need to bask in the shade of Mexico. Like a palm from a banana tree. Thanks for the video.
It's cool seeing an economist applying what he knows to games. I've wondered how one would play these kinds of games :)
It's why I love Victoria 3 most of all, as it's not all about conquest in order to win.
The Christero War is really hard to avoid as Mexico if you want to completely modernize. But sometimes you really need to go Calles mode on the reactionaries.
I shot the footage for the first part of my moves to limit clerical power... it *is* really hard, like doing a political Jenga puzzle!
If anyone tells you they're worried about AI taking over, just show them that US economy. I'm pretty sure that GDP per capita is worse than they start the game with.
Yeah, they are a fail in this run. Matter of time before I make them part of my customs union, I think...
One of the big discrepancys is inflation, assuming 4% 10 gdp/cap is about 15k
True. GDP in Victoria 3 is calculated with some significant differences to real-world numbers.
Why is this so much later in the game then where the previous episode left off? It ended in 1855 but this episode is in 1876. Was this a mistake or did nothing much happen in those 20 years? Really enjoy your channel!
I go back and forth from 1858 to 1876 to 1858 and then forward from there in this one.
@@An_Economist_Plays Okay, I just didn't want to spoil anything for myself. Thank you very much
Damn in my current greece campaign, i only had thessaly, eastern thrace, attica, pelloponese, ionian islands, east aegean islands, brunei, and baluchistan. But my GDP was 40M and population 17M (US was 43M and 34M Respectively) in 1865. 1.5GDP per capita is pretty low for mexico, considering that they have gold field/mines.
Bear in mind that Mexico also has a larger population - it's much more difficult for a larger-pop nation to get to a higher GDP per capita. The rankings for GDP per capita are stuffed with wee tiny nations.
Are you playing with the political and economic changes mod that he is?
This would be a big potential impact, in that the line doesn't go up smoothly for AI - or even the player.
almost 3 nations have 200m gdp in 1876??? my stupid AIs barely hit 200 in 1920.... maybe cuz i kill everyone :D but untouched usa and britain have big troubles with numbers like that.
do you have any serious ai-mods running that help the ai?
Competitive AI Mod has worked best for me: steamcommunity.com/sharedfiles/filedetails/?id=3162008017
I also have other mods that will tweak things like how the AI will subsidize factories and the PEC mod that will split goods out to one factory per good. Full mod list in my Discord.
@@An_Economist_Plays "the PEC mod that will split goods out to one factory per good" omg why didnt i have that :D will definitly check your mod list, ty!
Just a note that Industry Realism (the mod that splits the factories) is not associated with PEC, although PEC is also a great mod and there's a compatibility patch that makes the two work happily with each other, because I like supporting great mods
@ExpedientFalcon absolutely! My mistake as well, and I gladly stand corrected!